









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates
-manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist
-added talent tree spell/animous
-added talent tree cursed/fear
-shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood)
-adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger
-tweaked other things
v a2.6:
-fixed onTakeHit superload (thanks to StarKeep)
v a2.5:
-re-ajusted "sadism" talents cost
v a2.4:
-fixed exangation dialogue box resolve
v a2.3:
-preUseTalent and postUseTalent should work well now!
v a2.2:
-fix of misstyping (preUseTalent)
v a2.1:
-fixed talents requirement and order for "sadism" talent tree.
v a2.0:
-talent tree "sadism" unleached !!!
v a0.3:
-prevented summons to be added to corpse pool (need to be tested)
v a0.2:
-spellcheck
v a0.1:
-the backbone are stuffed
implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Vampire |
| Level / Exp | 43 / 60% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 99 (base 60) |
| Dexterity | 39 (base 10) |
| Constitution | 100 (base 60) |
| Magic | 34 (base 21) |
| Willpower | 49 (base 34) |
| Cunning | 23 (base 10) |
Resources
| Life | 500/1592 |
| Mana | 547/547 |
| Soul | 10/10 |
| Healing Factor | 1.86 |
| Regeneration | 13.671 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +101.08453708906% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 325 |
| Accuracy | 66 |
| Crit Chance | 40% |
| APR | 27 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 303 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 307 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | -10% |
| Physical | +19% |
| Light | +10% |
| Temporal | +6% |
| Blight | +14% |
| Arcane | +26% |
| Cold | +10% |
| Nature | +12% |
Offense: Damage Penetration
| Nature | +15% |
| Fire | +25% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 48.5 (80%) |
| Defense | 213 |
| Ranged Defense | 214 |
| Fatigue | 14 |
| Physical Save | 54 |
| Spell Save | 49 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 51%( 76%) |
| Blight | + 24%( 76%) |
| Arcane | + 19%( 76%) |
| Cold | + 61%( 76%) |
| All | + 15%( 76%) |
| Mind | + 28%( 76%) |
| Lightning | + 76%( 76%) |
| Light | + 50%( 76%) |
| Temporal | + 28%( 76%) |
| Physical | + 17%( 76%) |
| Darkness | + 76%( 76%) |
| Fire | + 76%( 76%) |
| Nature | + 23%( 76%) |
Defense: Immunities
| Stun Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
| Disarm Resistance | 22% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 36.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. |
Class Talents
| Spell / Animus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Vampirism / Shadowrift | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Vampirism / Masochism | 1.30 |
| Vampirism / Sanguinism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Vampirism / Sadism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Vampirism / Manipulation | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Flaming Blood |
| talent | BatCurtain |
| detrimental effect | The target is on fire, taking 164.82 fire damage per turn. Burning |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 100%) Suffocating |
| beneficial effect | The target is recovering 40 life each turn. Recovery |
| detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 76.63 darkness damage per turn. Bane of Confusion |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Mayunn the giant ice ant. Escort: lost anorithil (level 4 of Old Forest) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 16% of the way to your next Rank. You have killed: 14 Uniques 4 Bosses 2 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Noonfurnace (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 light Changes stats: +3 Str / +4 Dex / +3 Con / +6 Lck Changes resistances: +12% mind / +12% light Stealth bonus: +6 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (106 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Alosta the Windtrencher (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 nature Changes stats: +2 Str / +7 Dex / +6 Mag / +6 Wil / +7 Cun / +3 Con Changes resistances: +15% temporal / -25% light / +8% cold / +6% nature / +9% fire Changes damage: +14% blight / +6% temporal / +14% arcane / +12% nature Life regen: +4.30 Spell crit. chance: +3% A cap made of leather. |
| Tool | Cyryledanor the elm wand of trap destruction [power 18] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +1 Mag / +3 Wil / +2 Cun Changes damage: +9% arcane Talent granted: +2 Void Blast Infravision radius: +3 It can be used to disarm traps (18 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
| On fingers | Xanyma the stralite ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +4 Dex / +3 Mag / +6 Cun / +4 Con Changes resistances: +22% acid / +20% fire / +26% lightning / +23% cold Reduces incoming crit damage: 15.00% Spell save: +18 (+6 eff.) Stun/Freeze immunity: +36% Life regen: +2.80 Maximum life: +72.00 Maximum stamina: +31.00 Spellpower: +12 (+0 eff.) Mindpower: +13 (+1 eff.) Light radius: +3 Healing mod.: +26% Rings can have magical properties. |
| Around waist | hardened leather belt 'Burnmire'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +17 (+1 eff.) Armour: +10 Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +25% fire Changes damage: +3% arcane Physical save: +17 (+5 eff.) Spell save: +7 (+2 eff.) Maximum life: +53.00 Mindpower: +8 (+1 eff.) Size category: +2 It can be used to create a temporary shield that absorbs 275 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | stralite greatsword 'Hathubar' (157% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +24 lightning / +21 temporal / +24 nature When wielded/worn: Accuracy: +32 (+8 eff.) Physical crit. chance: +13.0% Armour: +4 Changes stats: +7 Str / +7 Dex Changes resistances penetration: +15% temporal Changes damage: +19% physical Spell save: +30 (+10 eff.) Poison immunity: +5% Disease immunity: +15% Cut immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +10% Stamina when hit: +3.00 Massive two-handed swords. |
| On hands | Mirewend the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +1 Changes stats: +2 Str / +3 Dex / +3 Wil / +3 Con Changes resistances: +3% mind / +6% fire Changes resistances penetration: +15% nature Talent mastery: +0.20 Technique / Grappling Cut immunity: +25% Disarm immunity: +22% Only die when reaching: -40.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +11% blight / +10% darkness / +17% acid Light radius: +1 A suit of armour made of mail. |
| Cloak | Silenor (10 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +10 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +2% physical / +3% light / +14% cold Spell save: +3 (+1 eff.) Mental save: +20 (+9 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Strikewind'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +18 Armour: +9 Defense: +9 (+1 eff.) Changes resistances: +53% lightning / +21% light / +3% acid / +9% cold / +3% nature / +20% darkness Changes resistances cap: +6% all Critical mult.: +14.00% Physical save: +15 (+5 eff.) Blindness immunity: +40% Poison immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +74% Only die when reaching: -20.00 life Amulets can have magical properties. |
Inventory
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
132 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe of deeplife (dig speed 22 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% darkness Damage affinity(heal): +15% darkness Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Fear me not! (Nightmare (Roguelike) difficulty) (Uniques)
Survived the Fearscape!By Haregar the Ghoul Vampire level 41
8th Mirth 122nd year of Ascendancy at 02:36 see stats
Level 10 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 10.By Haregar the Ghoul Vampire level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 20.By Haregar the Ghoul Vampire level 20
5th Mirth 122nd year of Ascendancy at 13:09 see stats
Level 30 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 30.By Haregar the Ghoul Vampire level 30
6th Mirth 122nd year of Ascendancy at 17:59 see stats
Level 40 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 40.By Haregar the Ghoul Vampire level 40
7th Mirth 122nd year of Ascendancy at 19:42 see stats
Size is everything (Nightmare (Roguelike) difficulty) (Uniques)
Did over 1500 damage in one attack.By Haregar the Ghoul Vampire level 29
6th Mirth 122nd year of Ascendancy at 17:24 see stats
Size matters (Nightmare (Roguelike) difficulty) (Uniques)
Did over 600 damage in one attack.By Haregar the Ghoul Vampire level 15
2nd Mirth 122nd year of Ascendancy at 08:43 see stats
The bigger the better! (Nightmare (Roguelike) difficulty) (Uniques)
Did over 3000 damage in one attack.By Haregar the Ghoul Vampire level 42
8th Mirth 122nd year of Ascendancy at 09:23 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty) (Uniques)
Amassed 1000 gold pieces.By Haregar the Ghoul Vampire level 42
8th Mirth 122nd year of Ascendancy at 06:22 see stats
Log
Haregar 's attack took 1592.375 blood from your blood pool
Salymina the giant eel 's attack took 18.39032303982 blood from your blood pool
Haregar hits Haregar for (1592.375), 75 healing (0 total damage) [75 healing].
Bane of Confusion from Salymina the giant eel hits Haregar for (18.39032303982), 0 darkness (0 total damage).
Forgery of Haze (Salymina the giant eel) casts Flame.
Forgery of Haze (Salymina the giant eel)'s spell attains critical power!
Forgery of Haze (Salymina the giant eel) 's attack took 49.67579116873 blood from your blood pool
Haregar is on fire!
Salymina the giant eel 's attack took 107.83477080942 blood from your blood pool
Forgery of Haze (Salymina the giant eel) hits Haregar for (49.67579116873), 0 fire (0 total damage).
Salymina the giant eel hits Haregar for (107.83477080942), 0 cold (0 total damage).
Salymina the giant eel casts Flame.
Salymina the giant eel 's attack took 40.812578017853 blood from your blood pool
Salymina the giant eel hits Haregar for (40.812578017853), 0 fire (0 total damage).
Forgery of Haze (Salymina the giant eel) 's attack took 31.201180892103 blood from your blood pool
Haregar 's attack ran your blood pool dry! (43.239483524551 damage)
Haregar 's blood escape to his own blood pool (43.239483524551 damage)
Salymina the giant eel 's attack took 18.39032303982 blood from your blood pool
Burning from Forgery of Haze (Salymina the giant eel) hits Haregar for (31.201180892103), 0 fire (0 total damage).
Bane of Confusion from Salymina the giant eel hits Haregar for (18.39032303982), 0 darkness (0 total damage).
Haregar hits Haregar for (1592.375 removed from your blood pool), 75 healing (0 total damage) [75 healing].
Haregar deactivates BatCurtain.
Haregar deactivates BatCurtain.
Haregar seems more focused.
Haregar deactivates Flaming Blood.
Haregar deactivates Flaming Blood.
Haregar stops burning.
Haregar has finished recovering.












































